If you are not using a merge-back workflow (merging FBX into existing scene) using this option may result in incorrect UV mapping when reimporting the FBX file into Maya. You can use theįBX Importer to perform the inverse operation, but this may result in incorrect UV texture maps, see the note that follows this entry. Use this option to keep the same hard/soft edge look that you get from Maya in MotionBuilder.ĭo not use this option if you do not require hard edges in MotionBuilder, since this operation duplicates vertex information and converts the geometry itself. This workflow is required because of limitation in MotionBuilder versions 2010 and earlier where there is no support ByPolygonVertex Normals. It lets you transfer hard edge information to MotionBuilder. This option only applies to older MotionBuilder workflows to ensure visual fidelity of surface continuity. They reflect how Maya renders the polygons in smooth shaded mode. Vertex normals determine the visual smoothing between polygon faces. Split per-vertex Normals Activate this option to split geometry vertex normals based on edge continuity. Because of this, the FBX Collada importer will generate You can also use save your settings as a custom preset.
User defined state in a temporary file so that the settings are the default the next time you use the plug-in. User defined, to show that the preset differs from its default state. If you change any settings in preset, the preset field displays Skeleton definitions options set for optimal Character animation using Maya and MotionBuilder. Use theĪutodesk MotionBuilder preset if you are using a Maya to MotionBuilder back to Maya workflow. Preset is used for exporting animation files to MotionBuilder. TheĪutodesk Media and Entertainment preset contains the optimal settings for most animation workflows. Preset is the default preset for the Maya FBX plug-in Exporter. The Maya FBX plug-in has two export workflow presets: Choose your preset by selecting it in the menu of the FBX plug-in Presets section.